文化科技

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Culture technology is one of the five major categories of technology. Like Commerce, Culture is not really technology in the normal sense, but rather it is the learning and adopting of new concepts in philosophy, aestestics and psychology.

Culture subcategories

Aesthetics

The Aesthetics subcategory provides the player with more prestige. Remember that this is in the form of shared prestige so the later you delay these techs the less prestige you will get.

Technology Name Activation Year Default Cost Effects from technology Effects from inventions
Classicism & Early Romanticism 1836 3600 Prestige gain: +5% -
Romanticism 1836 7200 Prestige gain: +5% Shared Prestige: +15
Realism 1836 10800 Prestige gain: +5% Shared Prestige: +30
Impressionism 1850 14400 Prestige gain: +5% Shared Prestige: +45
Expressionism 1870 18000 Prestige gain: +5% Shared Prestige: +60
Mass Culture & The Avant-Garde 1900 21600 Prestige gain: +5% Shared Prestige: +175

Philosophy

The Philosophy subcategory provides the player with a big research points modifier. Inventions will also give shared prestige.

Technology Name Activation Year Default Cost Effects from technology Effects from inventions
Late Enlightenment Philosophy 1836 3600 Research Points: +50% -
Idealism 1840 7200 Research Points: +50% Shared Prestige: +15
Empiricism 1860 10800 Research Points: +50% Shared Prestige: +20
Analytic Philosophy 1870 14400 Research Points: +100% Shared Prestige: +60
Phenomenology & Hermeneutic 1880 18000 Research Points: +100% Shared Prestige: +40
Anti Rationalism 1900 21600 Research Points: +100% Shared Prestige: +100

Social Thought

The Social Thought subcategory provides the player with more education efficiency and colonial migration.

Technology Name Activation Year Default Cost Effects from technology Effects from inventions
Malthusian Thought 1836 3600 Education Eff.: +10%
Colonial Migration: +5%
-
Positivism 1836 7200 Education Eff.: +10%
Colonial Migration: +5%
-
Functionalism 1836 10800 Education Eff.: +10%
Colonial Migration: +5%
-
Biologism 1850 14400 Education Eff.: +10%
Colonial Migration: +5%
Education Eff.: +50%
War exhaustion: -5%
Social Science 1870 18000 Education Eff.: +10%
Colonial Migration: +5%
Consciousness in Non-Colonial: +0.03
Colonial Prestige: +10%
Social Alienation 1900 21600 Education Eff.: +10%
Colonial Migration: +5%
Consciousness in Non-Colonial: +0.05
War Exhaustion: -25%
Plurality: +10%

Political Thought

The Political Thought subcategory provides the player with an increased national focus cap. The inventions are mainly focused on making your population more politically aware, in the form of plurality, reform desire, rebel organisation gain etc. Remember that you still need enough population to get more focus points, as these techs only increase the national focus cap.

Technology Name Activation Year Default Cost Effects from technology Effects from inventions
The Rights of Man 1836 3600 Max National Focus: +1 Plurality: +20%
Organisation Regain Rate: +5%
Suppression Efficiency: -5%
Ideological Thought 1836 7200 Max National Focus: +1 Plurality: +30%
Suppression Efficiency: -10%
Political Reform Desire: +10%
Consciousness in Non-Colonial: -0.02
Militancy in Non-Colonial: -0.01
State & Government 1840 10800 Max National Focus: +1 Plurality: +10%
Political Reform Desire: +5%
Social Reform Desire: +5%
Diplomatic Points +20%
Colonial Prestige: +10%
Min. Liferating: -10%
Nationalism & Imperialism 1850 14400 Max National Focus: +1
War justification efficiency: +0.1%
War Exhaustion: -15%
Morale: +10%
Colonial Migration: +5%
Separatism: +50%
Nationalist Rebel organisation gain: +33%
Revolution & Counterrevolution 1870 18000 Max National Focus: +1
Diplomatic Points: +25%
Allow Anarchic Bomb Throwers
Allow Terrorist Cells
Communist Rebel organisation gain: +25%
Suppression Efficiency: +25%
rebel organisation gain: -25%
Mobilization Impact: -20%
War Exhaustion: -15%
Military Hospitals: +1%
Reactionary Rebel organisation gain: +50%
Communist Rebel organisation gain: +75%
Mass Politics 1900 21600 Max National Focus: +1 Fascist Rebel organisation gain: +100%
Suppression Efficiency: +25%
rebel organisation gain: -25%

Psychology

The Psychology subcategory provides the player with increased reinforcement speed and starting experience. The last technology also unlocks Resource radios.png Radios.

Technology Name Activation Year Default Cost Effects from technology Effects from inventions
Introspectionism 1836 3600 Reinforcement: +5%
Reg. Experience: +5
-
Associationism 1836 7200 Reinforcement: +5%
Reg. Experience: +5
-
Phenomenalism 1836 10800 Reinforcement: +5%
Reg. Experience: +5
-
Experimental Psychology 1850 14400 Reinforcement: +5%
Reg. Experience: +5
-
Psychoanalysis 1870 18000 Reinforcement: +5%
Reg. Experience: +5
-
Behaviorism 1900 21600 Reinforcement: +5%
Reg. Experience: +5
Allows Resource radios.png Radio Factory
Activate: Resource radios.png Radio
Education Eff.: +25%
Suppression Efficiency: -5%
Consciousness in Non-Colonial: +0.03
Suppression Efficiency: -10%
Shared Prestige: +20